Now showing items 14-19 of 19

    • MPM Simulation of Interacting Fluids and Solids 

      Yan, Xiao; Li, Chen-Feng; Chen, Xiao-Song; Hu, Shi-Min (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      The material point method (MPM) has attracted increasing attention from the graphics community, as it combines the strengths of both particle- and grid-based solvers. Like the smoothed particle hydrodynamics (SPH) scheme, ...
    • Robust Physics-based Motion Retargeting with Realistic Body Shapes 

      Borno, Mazen Al; Righetti, Ludovic; Black, Michael J.; Delp, Scott L.; Fiume, Eugene; Romero, Javier (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Motion capture is often retargeted to new, and sometimes drastically different, characters. When the characters take on realistic human shapes, however, we become more sensitive to the motion looking right. This means ...
    • Strain Rate Dissipation for Elastic Deformations 

      Sánchez-Banderas, Rosa M.; Otaduy, Miguel A. (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Damping determines how the energy in dynamic deformations is dissipated. The design of damping requires models where the behavior along deformation modes is easily controlled, while other motions are left unaffected. In ...
    • A Temporally Adaptive Material Point Method with Regional Time Stepping 

      Fang, Yu; Hu, Yuanming; Hu, Shi-Min; Jiang, Chenfanfu (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Spatially and temporally adaptive algorithms can substantially improve the computational efficiency of many numerical schemes in computational mechanics and physics-based animation. Recently, a crucial need for temporal ...
    • Time-Domain Parallelization for Accelerating Cloth Simulation 

      Liang, Junbang; Lin, Ming C. (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Cloth simulations, widely used in computer animation and apparel design, can be computationally expensive for real-time applications. Some parallelization techniques have been proposed for visual simulation of cloth using ...
    • User-Guided Lip Correction for Facial Performance Capture 

      Dinev, Dimitar; Beeler, Thabo; Bradley, Derek; Bächer, Moritz; Xu, Hongyi; Kavan, Ladislav (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Facial performance capture is the primary method for generating facial animation in video games, feature films and virtual environments, and recent advances have produced very compelling results. Still, one of the most ...